// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "WeaponCustomLogicBase.h"
#include "WeaponGunBase.h"
#include "GunCustomLogicBase.generated.h"

/**
 * 
 */

 //UActorComponent* SpawnedComponent = ConstructObject<UActorComponent>(UStaticMeshComponent::StaticClass(), this, TEXT("DynamicSpawnedMeshCompoent");
 //if (SpawnedComponent)
 //{
 //	SpawnedComponent->RegisterComponent();
 //	SpawnedComponent->AttachTo(GetRootComponent(), NAME_None);
 //}

UCLASS(ClassGroup = (Custom), meta = (BlueprintSpawnableComponent))
class ISALONG2_API UGunCustomLogicBase : public UWeaponCustomLogicBase
{
	GENERATED_BODY()

public:
	virtual void Init(AWeaponGunBase* compOwner);
	
protected:
	AWeaponGunBase* _compOwner;

protected:
	bool _override_SetupAdditionValue = false;

public:
	bool Get_Override_SetupAdditionValue();

public:
	virtual void SetupAdditionValue(int val) {}
	
};
